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<blockquote data-quote="painted_klown" data-source="post: 7661112" data-attributes="member: 6785485"><p>This statement/opinion probably comes from lack of experience, so take it with a grain of salt. </p><p></p><p>I see a lot of people mentioning that 5E is too rules light. I don't really see it that way. In a nutshell, I kind of look at it like this. </p><p></p><p>The DM sets the stage, the players tell the DM what they want to do, the DM decides if they believe that their character coould do what the player wants. If they think there may be a chance for failure, then they have them roll a check of some sort and say what happens. If it's something off the wall that couldn't realistically be done, you say they are unable to do it. Otherwise, just say "You walk to the fountain and begin to drink the water" (or whatever the case may be). </p><p></p><p>From time to time there will be encounters and combat. For that, you follow the rules per the PHB and go back to the role play afterward. </p><p></p><p>Maybe I'm be ing overly simplistic with that train of thought, but with the way the rules are now, I can't imagine anything my players could come up with that I couldn't come up with a ruling for. </p><p></p><p>I LOVE the 5E rule set. As a new DM, it gives me the freedom to let my players do what they want, without things getting bogged down in too many "what if" type arguements. </p><p></p><p>I like to let my players do what they like, and will allow them to even break the rules of combat (such as letting them skip the ATK roll to see if they hit) if they have a great plan that seems like it would work, with no chance of failure/no chance to miss the attack.</p></blockquote><p></p>
[QUOTE="painted_klown, post: 7661112, member: 6785485"] This statement/opinion probably comes from lack of experience, so take it with a grain of salt. I see a lot of people mentioning that 5E is too rules light. I don't really see it that way. In a nutshell, I kind of look at it like this. The DM sets the stage, the players tell the DM what they want to do, the DM decides if they believe that their character coould do what the player wants. If they think there may be a chance for failure, then they have them roll a check of some sort and say what happens. If it's something off the wall that couldn't realistically be done, you say they are unable to do it. Otherwise, just say "You walk to the fountain and begin to drink the water" (or whatever the case may be). From time to time there will be encounters and combat. For that, you follow the rules per the PHB and go back to the role play afterward. Maybe I'm be ing overly simplistic with that train of thought, but with the way the rules are now, I can't imagine anything my players could come up with that I couldn't come up with a ruling for. I LOVE the 5E rule set. As a new DM, it gives me the freedom to let my players do what they want, without things getting bogged down in too many "what if" type arguements. I like to let my players do what they like, and will allow them to even break the rules of combat (such as letting them skip the ATK roll to see if they hit) if they have a great plan that seems like it would work, with no chance of failure/no chance to miss the attack. [/QUOTE]
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